A Literature Review of the Applications of Gamification in E-Learning in Higher Education
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Abstract
The trend of adding game aspects into non-gaming facilities has attracted a lot of interest recently. Gamifcation's application in education offers a great benefit for social efects, user interaction, and motivation. E-learning has made advantage of gamifed aspects including points, badges, feedbacks, level, prizes, challenges, etc. Examining the pertinent literature has not revealed a systematic review of gamifcation in online learning. Therefore, this paper is to investigate the present literature using gamifcation and online education and emphasise the stated benefts and difficulties of gamifcation applications in online education. The current work adopted the approach of the literature review. The present work used a qualitative method of data collecting. As so, the main study keyword was "gamifcation". According to the findings, gamifcation is becoming more and more approved as a method for instruction to create more interesting learning surroundings. Moreover, elements inspire and help pupils to engage in a gamifcation system. The most often used gamifcation features in e-learning, according to the study, are points, leaderboards, badge, and level; they have a strong effect on the students. This paper is supposed to be very important for research on gamifcation uses in online learning. It supports earlier research and points out some interesting subjects for investigation to progress the field. These findings lead to recommendations on gamifcation uses in e-learning for additional study.